Legal claims defining the scope of protection, as filed with the USPTO.
1. A method of optimizing shader code, said method comprising: a client device performing optimization procedures on a shader to produce a modified shader compilation result, wherein said modified shader compilation result differs from a current best-known shader compilation result associated with said shader known among a plurality of client devices; comparing said modified shader compilation result to said current best-known shader compilation result to determine if said modified shader compilation result has a reduced compile time than said current best-known shader compilation result associated with said shader; and provided said modified shader compilation result has a reduced compile time than said current best-known shader compilation result, communicating said modified shader compilation result to a remote device over a communication network for said remote device to communicate said modified shader compilation result to said plurality of client devices as a new best-known shader compilation result.
2. The method as described in claim 1 , wherein said performing further comprises using a plurality of different optimization passes on said shader with a plurality of corresponding optimization parameters.
3. The method as described in claim 1 , wherein said performing further comprises heuristically determining an order for executing optimization passes on said shader.
4. The method as described in claim 1 , wherein said performing further comprises performing said optimization procedures responsive to receiving a communication from said remote device over said communications network concerning said shader.
5. The method as described in claim 1 , wherein said comparing further comprises comparing shader latency scores associated with said modified shader compilation result and said current best-known shader compilation result, wherein said shader latency scores represent shader compile times.
6. The method as described in claim 1 , wherein said modified shader compilation result comprises shader latency scores.
7. The method as described in claim 6 , wherein said modified shader compilation result further comprises a set of optimization parameters and an order for executing optimization passes on said shader.
8. A system for optimizing shader code, said system comprising: a memory; a processor coupled to said memory and configured to: receive a modified shader compilation result concerning a shader from a remote client device over a communication network, wherein said modified shader compilation result differs from a current best-known shader compilation result associated with said shader known among a plurality of client devices; compare said modified shader compilation result to said current best-known shader compilation result to determine a new best-known shader compilation result associated with said shader provided said modified shader compilation result has a reduced compile time than said current best-known shader compilation result; and communicate said modified shader compilation result to a plurality of remote devices over said communication network, wherein said modified shader compilation result is said new best-known shader compilation result associated with said shader.
9. The system as described in claim 8 , wherein said modified shader compilation result further comprises a shader latency score.
10. The system as described in claim 9 , wherein said modified shader compilation result further comprises a set of optimization parameters and an order for executing optimization passes.
11. The system as described in claim 8 , wherein said processor is further configured to compare shader latency scores associated with said modified shader compilation result and said current best-known shader compilation result, wherein said shader latency scores represent compile times.
12. The system as described in claim 8 , wherein said modified shader compilation result comprises optimization parameters, an order for executing optimization passes on said shader, and a binary executable.
13. The system as described in claim 8 , wherein said modified shader compilation result comprises a shader latency score and a binary executable.
14. The system as described in claim 8 , wherein said processor is further configured to communicate a request for said plurality of client devices to optimize said modified shader compilation result.
15. A method of optimizing shader code, said method comprising: receiving a modified shader compilation result concerning a shader from a remote client device over a communication network, wherein said modified shader compilation result differs from a current best-known shader compilation result associated with said shader known among a plurality of client devices; comparing said modified shader compilation result to said current best-known shader compilation result to determine a new best-known shader compilation result associated with said shader based on said modified shader compilation result having a reduced compile time compared to said current best-known shader compilation result; and provided said modified shader compilation result is said new best-known shader compilation result associated with said shader, communicating said modified shader compilation result to a plurality of remote client devices over said communication network.
16. The method as described in claim 15 , wherein said modified shader compilation result comprises a shader latency score.
17. The method as described in claim 16 , wherein said shader latency score is based on a number of clock cycles used to compile said shader.
18. The method as described in claim 15 , wherein said modified shader compilation result comprises a set of optimization parameters and an order for executing optimization passes.
19. The method as described in claim 15 , wherein said comparing further comprises comparing shader latency scores associated with said modified shader compilation result and said current best-known shader compilation result, wherein said shader latency scores represent shader compile times.
20. The method as described in claim 15 , wherein said modified shader compilation result comprises optimization parameters, an order for executing optimization passes on said shader, and a binary executable.
21. The method as described in claim 15 , wherein said modified shader compilation result comprises a shader latency score and a binary executable.
22. The method as described in claim 15 , wherein said communicating further comprises communicating a request for said plurality of remote client devices to optimize said modified shader compilation result.
Unknown
August 8, 2017
Browse 5M+ US patents with plain-English claim translations and AI-generated analysis.